Example #1
0
void OGClimb::_Climb()
{
    QVector2D dv = position - pImpl_->pBody->GetPosition();
    dv.normalize();
    QVector2D vs = speed * 3 * dv;
    pImpl_->pBody->SetVelocity(vs);
}
void StraightDoubleEdge::updateShape()
{
    prepareGeometryChange();
    // calculate the perpendicular edge offset
    QVector2D direction = QVector2D(m_endPoint - m_startPoint);
    direction.normalize();
    QPointF offset = QPointF(-direction.y(), direction.x()) * s_width;
    // update the path
    QPainterPath doubleLine;
    doubleLine.moveTo(m_startPoint + offset);
    doubleLine.lineTo(m_endPoint + offset);
    doubleLine.moveTo(m_startPoint - offset);
    doubleLine.lineTo(m_endPoint - offset);
    m_path.swap(doubleLine);
    // update the arrow
    placeArrowAt(.5);
}
Example #3
0
void OGClimb::onTargetChanged()
{
    if (!isNewTarget)
    {
        //get ball distance from origin
        float dist = (pImpl_->pBody->GetPosition() - (origin + originCorrection)).length();
        //calculate and normalize the new path
        QVector2D nv = position - (origin + originCorrection);
        nv.normalize();
        //multiply the new path with the distance
        nv*=dist;
        //place ball to the path
        pImpl_->pBody->body->SetTransform(b2Vec2((origin+originCorrection + nv).x(),(origin+originCorrection + nv).y()),pImpl_->pBody->body->GetAngle());
    } else {
        isNewTarget=false;
    }
}
/* draw an angle from the current point to b and then to c,
 * with a rounded corner of the given radius.
 */
void
KeyboardLayoutWidget::roundedCorner (QPainterPath& path,
        QPointF b, QPointF c, double radius)
{
    /* we may have 5 point here
     * a is the current point
     * c is the end point
     * and b is the corner
     * we will have a rounded corner with radious (maybe adjust by a,b,c position)
     *
     * a1 is on a-b, and c1 is on b-c
     */

    QPointF a = path.currentPosition();

    //qDebug() << "current" << a << b << c;

    /* make sure radius is not too large */
    double dist1 = distance (a, b);
    double dist2 = distance (b, c);

    //qDebug() << "dist" << dist1 << dist2 << radius;

    radius = qMin (radius, qMin (dist1, dist2));

    QPointF ba = a - b;
    QPointF bc = c - b;
    QVector2D na(ba);
    QVector2D nc(bc);
    na.normalize();
    nc.normalize();

    qreal cosine = QVector2D::dotProduct(na, nc);
    qreal halfcosine = qSqrt((1 + cosine) / 2);
    qreal halfsine = qSqrt( 1- halfcosine * halfcosine);
    qreal halftan = halfsine / halfcosine;
    QPointF a1 = b + na.toPointF() * (radius / halftan);
    QPointF c1 = b + nc.toPointF() * (radius / halftan);

    QVector2D n = na + nc;
    n.normalize();
    QPointF ctr = b + n.toPointF() * radius / halfsine;
    QRectF arcRect(ctr.x() - radius, ctr.y() - radius, 2 * radius, 2 * radius);

    qreal phiA, phiC;
    //qDebug() << c1 << ctr << a1;
    QVector2D ctra = QVector2D(a1 - ctr);
    QVector2D ctrc = QVector2D(c1 - ctr);
    ctra.normalize();
    ctrc.normalize();
    phiA = angle(ctra);
    phiC = angle(ctrc);

    qreal delta = phiC - phiA;
    while (delta > 0)
        delta -= 360;

    while (delta < -360)
        delta += 360;

    if (delta <- 180)
        delta += 360;

    //qDebug() << arcRect << ctra << ctrc << ctr << "degree" << phiA << phiC;

    path.lineTo(a1);
    path.arcTo(arcRect, phiA, delta);
    path.lineTo(c1);
    path.lineTo(c);
}
Example #5
0
/**
 * Add a mesh for the specified edge.
 */
void RoadGraph::addMeshFromEdge(RenderablePtr renderable, RoadEdgePtr edge, float widthBase, QColor color, float height) {
	Vertex v;

	// define the width of the road segment
	float width;
	switch (edge->type) {
	case RoadEdge::TYPE_HIGHWAY:
		width = widthBase * 2.0f;
		break;
	case RoadEdge::TYPE_BOULEVARD:
	case RoadEdge::TYPE_AVENUE:
		width = widthBase * 1.5f;
		break;
	case RoadEdge::TYPE_STREET:
		width = widthBase * 1.0f;
		break;
	}

	int num = edge->polyline.size();

	// draw the edge
	for (int i = 0; i < num - 1; ++i) {
		QVector2D pt1 = edge->polyline[i];
		QVector2D pt2 = edge->polyline[i + 1];
		QVector2D vec = pt2 - pt1;
		vec = QVector2D(-vec.y(), vec.x());
		vec.normalize();

		QVector2D p0 = pt1 + vec * width * 0.5f;
		QVector2D p1 = pt1 - vec * width * 0.5f;
		QVector2D p2 = pt2 - vec * width * 0.5f;
		QVector2D p3 = pt2 + vec * width * 0.5f;

		v.color[0] = color.redF();
		v.color[1] = color.greenF();
		v.color[2] = color.blueF();
		v.color[3] = color.alphaF();
		v.normal[0] = 0.0f;
		v.normal[1] = 0.0f;
		v.normal[2] = 1.0f;

		v.location[2] = height;

		v.location[0] = p0.x();
		v.location[1] = p0.y();
		renderable->vertices.push_back(v);

		v.location[0] = p1.x();
		v.location[1] = p1.y();
		renderable->vertices.push_back(v);

		v.location[0] = p2.x();
		v.location[1] = p2.y();
		renderable->vertices.push_back(v);

		v.location[0] = p0.x();
		v.location[1] = p0.y();
		renderable->vertices.push_back(v);

		v.location[0] = p2.x();
		v.location[1] = p2.y();
		renderable->vertices.push_back(v);

		v.location[0] = p3.x();
		v.location[1] = p3.y();
		renderable->vertices.push_back(v);
	}
}